Suggested Name: MORDAI LYRIC

College of Lore

Suggested Name: LOWKIE

Charlatan

Click here for more information about your Race and Class options

Gear and other Goodies:

(will be added to your character sheet if ordered before February 10th)

Featured

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1.00

Potion of Healing

Heals 2d4 +2

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2.00

Potion of Greater Healing

Heals 4d4 +4

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1.00

Potion of Climbing

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb.

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1.00

Potion of Water Breathing

You can breathe under water for 1 hour after drinking this potion.

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2.00

Potion of Fire Breath

After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save or half as much on a successful one. The effect ends after 1 hour or when you have used the effect 3 times - whichever comes first.

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2.00

Potion of Growth

When you drink this potion, you gain the following effect for 1d4 hours. You double in size in all dimensions and your weight is multiplied by eight. Your size is increased by one category. If the space will not allow you to double in size, you attain the maximum possible size in the space available. Until the spell ends, you also have advantage on Strength checks and Strength saving throws. Your weapons are also enlarged and your attacks deal 1d4 extra damage. Everything you are wearing or carrying also enlarges with you, but returns to normal size instantly if dropped.

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2.00

Potion of Hill Giant Strength

When you drink this potion, your strength score becomes 21 for 1 hour. This has no effect if your strength score is already 21 or higher.

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2.00

Potion of Animal Friendship

For 1 hour after you drink this potion you can convince a beast, as an Action, that you mean it no harm. Choose a beast that you can see within 30 feet that can also see and hear you. It must succeed on a DC 13 Wisdom saving throw or be charmed by you for the spell’s duration. A beast with an intelligence is 4 or higher is immune.

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5.00

Periapt of Wound Closure

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit die to regain hit points, double the number of hit points it restores.

Wondrous Item: Requires Attunement

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2.00

Immovable Rod

This flat iron rod has a button on one end. You can use an action to press teh button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can make a DC 30 Strength check to move the fixed rod up to 10 feet.